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In each game, the [[leader]]s will only be able to access a single area initially, but over the course of the game, more areas will be unlocked. For example, to access to the [[Perplexing Pool]] in ''Pikmin 2'', a specific treasure, the [[Geographic Projection]], must be collected. Gaining access to new areas is a major form of progression through the games. | In each game, the [[leader]]s will only be able to access a single area initially, but over the course of the game, more areas will be unlocked. For example, to access to the [[Perplexing Pool]] in ''Pikmin 2'', a specific treasure, the [[Geographic Projection]], must be collected. Gaining access to new areas is a major form of progression through the games. | ||
Areas function differently in each game in the series. In the main games, areas are 3D environments with various rooms and corridors connected non-linearly, while in {{hp}}, areas are linear standalone levels, and are organized into groups called '''sectors''', of which there are 9. The items that are collected in areas vary by game as well. In {{p1}}, [[ship part]]s are scattered around the 5 areas. In {{p2}}, areas | Areas function differently in each game in the series. In the main games, areas are 3D environments with various rooms and corridors connected non-linearly, while in {{hp}}, areas are linear standalone levels, and are organized into groups called '''sectors''', of which there are 9. The items that are collected in areas vary by game as well. In {{p1}}, [[ship part]]s are scattered around the 5 areas. In {{p2}}, each of the 4 areas contains 3 or 4 entrances to [[cave]]s, which contain most of the [[treasure]]s needed to complete the game. In {{p3}}, 4 of the 5 areas contain [[fruit]], while the last area is a standalone challenge. In {{p4}}, areas have cave entrances, which have treasures, materials, and castaways. They also have treasures and materials on the surface. In {{hp}}, each area contains 1-4 treasures. {{TOC right}} | ||
==List== | ==List== | ||
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===''Pikmin 4''=== | ===''Pikmin 4''=== | ||
<gallery widths="160" heights="90"> | <gallery widths="160" heights="90"> | ||
P4 Rescue Command Post.jpg|[[Rescue Command Post]]|link=Rescue Command Post | |||
Pikmin 4 area screenshot.jpg|[[Sun-Speckled Terrace]]|link=Sun-Speckled Terrace | |||
P4 | P4 Playground Area Scene.jpg|[[Blossoming Arcadia]]|link=Blossoming Arcadia | ||
P4 | P4 Desert Area.jpg|[[Serene Shores]]|link=Serene Shores | ||
P4 | P4 House Area.png|[[Hero's Hideaway]]|link=Hero's Hideaway | ||
P4 Giant's Hearth | P4 Giant's Hearth.jpg|[[Giant's Hearth]]|link=Giant's Hearth | ||
Primordial Thicket.png|[[Primordial Thicket]]|link=Primordial Thicket | |||
</gallery> | </gallery> | ||
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The method used to unlock areas in each game differs. One area is unlocked from the start, but the others can only be accessed after certain conditions are met. | The method used to unlock areas in each game differs. One area is unlocked from the start, but the others can only be accessed after certain conditions are met. | ||
In {{p1}}, areas are unlocked through collecting [[ship | In {{p1}}, areas are unlocked through collecting [[ship parts]], the main collectible. The number of parts required to access each area is 1 for [[The Forest of Hope]], 5 for [[The Forest Navel]], 12 for [[The Distant Spring]], and 29 for [[The Final Trial]]. | ||
In {{p2}}, the [[Awakening Wood]] and the [[Perplexing Pool]] are unlocked by collecting the [[Spherical Atlas]] and [[Geographic Projection]] respectively, while the [[Wistful Wild]] is unlocked by collecting {{pokos|10000}} worth of treasure (after the previous areas have been unlocked). | In {{p2}}, the [[Awakening Wood]] and the [[Perplexing Pool]] are unlocked by collecting the [[Spherical Atlas]] and [[Geographic Projection]] respectively, while the [[Wistful Wild]] is unlocked by collecting {{pokos|10000}} worth of treasure (after the previous areas have been unlocked). | ||
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To select a different base as the one that the ship and Onion should currently use, the player needs to go up to an unused base and press {{button|switch|a}}. This will make the screen fade to and from black, and when the scene returns, the ship and Onion will be just about finished with landing in the new base. Any Pikmin near the Onion or ship will be instantly transported inside the ship towards the new spot. Any Pikmin that were busy [[carry]]ing things will readjust their trajectory towards the new base after a second. | To select a different base as the one that the ship and Onion should currently use, the player needs to go up to an unused base and press {{button|switch|a}}. This will make the screen fade to and from black, and when the scene returns, the ship and Onion will be just about finished with landing in the new base. Any Pikmin near the Onion or ship will be instantly transported inside the ship towards the new spot. Any Pikmin that were busy [[carry]]ing things will readjust their trajectory towards the new base after a second. | ||
Unlocking a base also allows it to be used in a [[night expedition]], provided there is an available night expedition at that base. Some larger [[cave]] sublevels | Unlocking a base also allows it to be used in a [[night expedition]], provided there is an available night expedition at that base. Some larger [[cave]] sublevels also have bases, though these are only marked with a single ring for the ship, since the Onion does not go underground. The [[Rescue Command Post]]'s bases are unique in that the player cannot change them, and they are not marked, despite being recognized independently in the [[radar]]. The rocks of bases that have not been unlocked are a dim red, and they turn bright pink when unlocked. | ||
==Segment== | ==Segment== | ||
In ''Pikmin 3'', areas are split into multiple segments. When a leader, Pikmin, or an object carried by Pikmin touch a portal | In ''Pikmin 3'', areas are split into multiple segments. When a leader, Pikmin, or an object carried by Pikmin touch a portal<ref>In the game files, the object's data is in <code>/content/CMCmn/object/portal.szs</code>.</ref>, they are transported to the equivalent portal, in another segment of the area. For the most part, these segments separate the outdoors parts of an area from the tunnels and small caverns that can be explored, though some segments also exist for small enclosures, interesting plateaus, or corridors leading into [[boss]] arenas, among other things. The act of being transported in a portal saves the player some otherwise uninteresting travel time, but besides that, segmenting the area allows the game to only focus on the segment the player or Pikmin are on, and can save on processing and rendering segments that are irrelevant. Via the use of [[Glitches in Pikmin 3|glitches]], one can make the game show parts of a segment that aren't loaded entirely, or are missing geometry. | ||
When the player's active leader goes through a portal, the screen goes through an {{w|iris shot|iris out}} transition, and then an iris in transition in the new segment. The camera's behavior after this depends on a few circumstances, as explained [[Camera#Segment transitions|here]]. This transition does not happen for other things that go through portals, and instead they simply appear at the destination instantly. The player can find where a portal leads by checking the [[radar]] – in the Wii U version of ''Pikmin 3'', they can even tap on the portal's icon on the GamePad to pan the radar towards the equivalent portal. In reality, to make sure the player doesn't get transported back and forth endlessly, the destination of a portal is usually somewhere in front of the equivalent portal. In modes with a timer, transitioning through a portal also stops the timer momentarily, as explained [[Glitches in Pikmin 3#Paused timer|here]]. | When the player's active leader goes through a portal, the screen goes through an {{w|iris shot|iris out}} transition, and then an iris in transition in the new segment. The camera's behavior after this depends on a few circumstances, as explained [[Camera#Segment transitions|here]]. This transition does not happen for other things that go through portals, and instead they simply appear at the destination instantly. The player can find where a portal leads by checking the [[radar]] – in the Wii U version of ''Pikmin 3'', they can even tap on the portal's icon on the GamePad to pan the radar towards the equivalent portal. In reality, to make sure the player doesn't get transported back and forth endlessly, the destination of a portal is usually somewhere in front of the equivalent portal. In modes with a timer, transitioning through a portal also stops the timer momentarily, as explained [[Glitches in Pikmin 3#Paused timer|here]]. | ||
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Twilight River map.png|A map of the [[Twilight River]]. | Twilight River map.png|A map of the [[Twilight River]]. | ||
Formidable Oak map.png|A map of the [[Formidable Oak]]. | Formidable Oak map.png|A map of the [[Formidable Oak]]. | ||
</gallery> | </gallery> | ||
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==Names in other languages== | ==Names in other languages== | ||
{{Foreignname | {{Foreignname | ||
|Jap=エリア | |Jap=エリア | ||
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|Spa=Zona | |Spa=Zona | ||
|SpaM=Zone | |SpaM=Zone | ||
| | |PorB=Área | ||
| | |PorBM=Area | ||
|notes=y | |notes=y | ||
}} | }} | ||
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|Spa=Base | |Spa=Base | ||
|SpaM=Base | |SpaM=Base | ||
| | |PorB=Base | ||
| | |PorBM=Base | ||
}} | }} | ||
{| | {| | ||
|- style="vertical-align:top" | |- style="vertical-align:top" | ||
| '''Sector''' | | '''Sector''' |